Results for 'Human-computer interaction (HCI)'

41 found
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  1.  5
    HumanComputer Interaction-Oriented African Literature and African Philosophy Appreciation.Jianlan Wen & Yuming Piao - 2022 - Frontiers in Psychology 12.
    African literature has played a major role in changing and shaping perceptions about African people and their way of life for the longest time. Unlike western cultures that are associated with advanced forms of writing, African literature is oral in nature, meaning it has to be recited and even performed. Although Africa has an old tribal culture, African philosophy is a new and strange idea among us. Although the problem of “universality” of African philosophy actually refers to the question of (...)
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  2.  19
    HumanComputer Interaction Research Needs a Theory of Social Structure: The Dark Side of Digital Technology Systems Hidden in User Experience.Ryan Gunderson - 2022 - Human Studies 45 (3):529-550.
    A sociological revision of Aron Gurwitsch provides a helpful layered theory of conscious experience as a four-domain structure: _the theme_, _the thematic field_, _the halo_, and _the social horizon_. The social horizon—the totality of the social world that is unknown, vaguely known, taken for granted, or ignored by the subject despite objectively influencing the thoughts and actions of the subject—, helps conceptualize how everyday humancomputer interaction (HCI) can obscure social structures. Two examples illustrate the usefulness of this (...)
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  3.  10
    Thinking with care in humancomputer interaction.Anna Croon - 2022 - Feminist Theory 23 (2):232-246.
    In this article, humancomputer interaction is explored as a design-oriented practice nurturing the becoming of what is not-yet in future-oriented and speculative manners. Such approaches have evolved over time and now the field seems ready to take leaps targeting social and culturally infused contexts, such as those suggested by critical design, design things, adversarial design, making futures, pluriversal design and critical fabulations. It is in this respect that feminist theories, methods and imaginaries are rendered important. Feminist theory (...)
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  4. The epistemology and ontology of human-computer interaction.Philip Brey - 2005 - Minds and Machines 15 (3-4):383-398.
    This paper analyzes epistemological and ontological dimensions of Human-Computer Interaction (HCI) through an analysis of the functions of computer systems in relation to their users. It is argued that the primary relation between humans and computer systems has historically been epistemic: computers are used as information-processing and problem-solving tools that extend human cognition, thereby creating hybrid cognitive systems consisting of a human processor and an artificial processor that process information in tandem. In this (...)
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  5.  30
    Transitions in humancomputer interaction: from data embodiment to experience capitalism.Tony D. Sampson - 2019 - AI and Society 34 (4):835-845.
    This article develops a critical theory of humancomputer interaction intended to test some of the assumptions and omissions made in the field as it transitions from a cognitive theoretical frame to a phenomenological understanding of user experience described by Harrison et al. as a third research paradigm and similarly Bødker :24–31; Bødker, Interactions 22):24–31, 2015) as third-wave HCI. Although this particular focus on experience has provided some novel avenues of academic enquiry, this article draws attention to a (...)
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  6.  7
    Artificial Intelligence-Based HumanComputer Interaction Technology Applied in Consumer Behavior Analysis and Experiential Education.Yanmin Li, Ziqi Zhong, Fengrui Zhang & Xinjie Zhao - 2022 - Frontiers in Psychology 13.
    In the course of consumer behavior, it is necessary to study the relationship between the characteristics of psychological activities and the laws of behavior when consumers acquire and use products or services. With the development of the Internet and mobile terminals, electronic commerce has become an important form of consumption for people. In order to conduct experiential education in E-commerce combined with consumer behavior, courses to understand consumer satisfaction. From the perspective of E-commerce companies, this study proposes to use artificial (...)
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  7. Interaction and resistance: The recognition of intentions in new human-computer interaction.Vincent C. Müller - 2011 - In Anna Esposito, Antonietta M. Esposito, Raffaele Martone, Vincent C. Müller & Gaetano Scarpetta (eds.), Towards autonomous, adaptive, and context-aware multimodal interfaces: Theoretical and practical issues. Springer. pp. 1-7.
    Just as AI has moved away from classical AI, human-computer interaction (HCI) must move away from what I call ‘good old fashioned HCI’ to ‘new HCI’ – it must become a part of cognitive systems research where HCI is one case of the interaction of intelligent agents (we now know that interaction is essential for intelligent agents anyway). For such interaction, we cannot just ‘analyze the data’, but we must assume intentions in the other, (...)
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  8.  9
    The Talent Training Mode of International Service Design Using a HumanComputer Interaction Intelligent Service Robot From the Perspective of Cognitive Psychology.Yayun Yang - 2021 - Frontiers in Psychology 12.
    To effectively improve the efficiency of international service design talent training and make it more in line with society's needs, we analyze the current status of international service design talent training and its professional training focus. Based on the above problems, from the perspective of cognitive psychology, artificial intelligence and humancomputer interaction technology are used to construct the international service design talent training mode of the HCI intelligent service robot. This mode can be used to solve the (...)
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  9.  55
    Automatic facial expression interpretation: where human computer interaction, artificial intelligence and cognitive science intersect.Christine L. Lisetti & Diane J. Schiano - 2000 - Pragmatics and Cognition 8 (1):185-236.
    We discuss here one of our projects, aimed at developing an automatic facial expression interpreter, mainly in terms of signaled emotions. We present some of the relevant findings on facial expressions from cognitive science and psychology that can be understood by and be useful to researchers in Human-Computer Interaction and Artificial Intelligence. We then give an overview of HCI applications involving automated facial expression recognition, we survey some of the latest progresses in this area reached by various (...)
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  10.  9
    Exploration of micro-video teaching mode of college students using deep learning and humancomputer interaction.Yao Liu, Na Cai, Zizai Zhang & Hai Fu - 2022 - Frontiers in Psychology 13.
    In order to improve the efficiency of teaching and learning in Colleges and Universities, this work combines the Browser/Server framework with Model View Presenter technology to build a college student–oriented micro-video teaching system based on Deep Learning and HumanComputer Interaction technology. Firstly, it makes an in-depth analysis of the problems in the classroom teaching of Chinese CAUs. Three functional modules are designed for the micro-video online teaching platform: video management, user learning, and system management. Then, it uses (...)
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  11.  58
    A different way of seeing: Albert Borgmann’s philosophy of technology and humancomputer interaction[REVIEW]Daniel Fallman - 2010 - AI and Society 25 (1):53-60.
    Traditional humancomputer interaction (HCI) allowed researchers and practitioners to share and rely on the ‘five E’s’ of usability, the principle that interactive systems should be designed to be effective, efficient, engaging, error tolerant, and easy to learn. A recent trend in HCI, however, is that academic researchers as well as practitioners are becoming increasingly interested in user experiences, i.e., understanding and designing for relationships between users and artifacts that are for instance affective, engaging, fun, playable, sociable, creative, (...)
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  12. HCI Model with Learning Mechanism for Cooperative Design in Pervasive Computing Environment.Hong Liu, Bin Hu & Philip Moore - 2015 - Journal of Internet Technology 16.
    This paper presents a human-computer interaction model with a three layers learning mechanism in a pervasive environment. We begin with a discussion around a number of important issues related to human-computer interaction followed by a description of the architecture for a multi-agent cooperative design system for pervasive computing environment. We present our proposed three- layer HCI model and introduce the group formation algorithm, which is predicated on a dynamic sharing niche technology. Finally, we explore (...)
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  13.  26
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11.
    Human-Computer Interaction and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games. When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. (...)
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  14.  28
    Reflections on emerging HCI–AI research.Swaroop Panda & Shatarupa Thakurta Roy - 2024 - AI and Society 39 (1):407-409.
    Human computer interaction (HCI) has grown into a mature field of research. With artificial intelligence (AI) finding ubiquitous applications, HCI research is now moving ahead towards accommodating and integrating these approaches. A part of the research community is of the opinion that HCI and AI are fundamentally opposed to each other: with AI-powered devices being demonic and humans are to lose in a race against them and HCI-oriented products being human centred being the flag bearers of (...)
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  15. La computer-mediated interaction: Un modello interpretativo ed alcuni problemi.Luciano Floridi - 1997 - Internet Meeting 1997, Internet and Intranet for CompaniesAt: Centro Congressi Milanofiori, Assago, Milano.
    In this paper, I first outline a model of Computer-Meditated Interaction (CMI) to distinguish between (1) CMI HCI-transparent (HCI = human-computer interaction) and (2) CMI HCI-dependent. Some main features of (1) are then analysed (data-radiation, data-tracking, internalisation of problem solving), while (2) is further divided into (2.1) CMI-HCI stand-alone and (2.2) CMI-HCI on-line. Some advantages and limits of (2.1) are suggested, together with an overview of the present and future strategies leading the production of new (...)
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  16.  11
    Systematic iterative design of interactive devices for animals.Ilyena Hirskyj-Douglas - 2023 - Interaction Studies 24 (2):225-256.
    The numerous systems designed to facilitate animals’ use of computers often are specific to the animals involved, their unique context, and the applications – enrichment among them. Hence, several development methods have arisen in parallel, largely transposed from the human-computer interaction (HCI) domain. In light of that prior work, the paper presents a step-by-step guide for iteratively designing and constructing interactive computers for animals, informed by the rich history of HCI yet applying animal-centred principles, to enrich animal- (...) interaction. For each stage in the iterative design (requirements, ideation, prototyping, and testing), the author reflects on real-world experience of building interactive devices for various animals. The paper concludes with overarching considerations vital for future practice of developing interactive computers for animals. Thus, it serves as a valuable reference and information source for researchers designing novel computer systems for animals. (shrink)
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  17.  16
    The sense of the interface: Applying semiotics to HCI research.Carlos Scolari - 2009 - Semiotica 2009 (177):1-27.
    The objective of this article is to reflect on the application of Semiotics to Human-Computer Interaction (HCI) and interface analysis. To accomplish the objective the article presents an example of semiotic analysis of a blog interface but the methodology proposed, conveniently adapted, may be applied to any kind of digital interactive environment. The analysis reconstructs the interface sense production device (including the surface of the page and the link architecture), identifies implied users and exchange scenes of the (...)
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  18.  17
    Can AI Language Models Improve Human Sciences Research? A Phenomenological Analysis and Future Directions.Marika D'Oria - 2023 - ENCYCLOPAIDEIA 27 (66):77-92.
    The article explores the use of the “ChatGPT” artificial intelligence language model in the Human Sciences field. ChatGPT uses natural language processing techniques to imitate human language and engage in artificial conversations. While the platform has gained attention from the scientific community, opinions on its usage are divided. The article presents some conversations with ChatGPT to examine ethical, relational and linguistic issues related to human-computer interaction (HCI) and assess its potential for Human Sciences research. (...)
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  19.  21
    The anthropocosmic vision of mixed reality: Taking HCI artwork Flow of Qi (2007) as a case study.Yi-Chen Wu - 2018 - Technoetic Arts 16 (3):377-386.
    This article critically investigates the potential confrontation that exists between mixed reality in Human-Computer Interaction (HCI) artworks that are, respectively, based on the concepts of phenomenology and Chinese Qi. My proposal is exemplified by the Industrial Technology Research Institute of Taiwan’s Flow of Qi (2007), which uses ultra wide band technology that instantly transforms the data of a pair of participants’ real-time breath into the replication of calligraphy masterworks projected onto the floor in front of the participants. (...)
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  20. Unveiling the link between logical fallacies and web persuasion.Antonio Lieto & Fabiana Vernero - 2013 - In ACM Proceedings of the 5th Web Science Conference, Paris. ACM.
    In the last decade Human-Computer Interaction (HCI) has started to focus attention on forms of persuasive interaction where computer technologies have the goal of changing users behavior and attitudes according to a predefined direction. In this work, we hypothesize a strong connection between logical fallacies (forms of reasoning which are logically invalid but cognitively effective) and some common persuasion strategies adopted within web technologies. With the aim of empirically evaluating our hypothesis, we carried out a (...)
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  21.  6
    SIGCAS, CAS, HCI & sustainability.Janet Davis - 2008 - Acm Sigcas Computers and Society 38 (2):19-21.
    Greetings from 35,000 feet! I am en route from my home in Grinnell, Iowa to Sydney, Australia to participate in a workshop on---oddly enough---environmental sustainability. Reducing negative environmental impacts is a current hot topic in my field of Human-Computer Interaction ; indeed, so much so that I've seen at least one researcher reduce his carbon footprint by using iChat to remotely present a conference paper. Computing technology has a tremendous capacity both to make the problem worse and (...)
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  22.  22
    Perceived Ownership of Avatars Influences Visual Perspective Taking.Christian Böffel & Jochen Müsseler - 2018 - Frontiers in Psychology 9:350620.
    Modern computer-based applications often require the user to interact with avatars. Depending on the task at hand, spatial dissociation between the orientations of the user and the avatars might arise. As a consequence, the user has to adopt the avatar's perspective and identify herself/himself with the avatar, possibly changing the user's self-representation in the process. The present study aims to identify the conditions that benefit this change of perspective with objective performance measures and subjective self-estimations by integrating the idea (...)
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  23.  13
    Digital Storytelling in Early Childhood: Student Illustrations Shaping Social Interactions.William Ian O’Byrne, Ryan Stone & Mary White - 2018 - Frontiers in Psychology 9:384561.
    This study tests an instructional model designed to empower students in an early childhood classroom as emerging digital storytellers. Educators can use digital storytelling to support students’ learning by encouraging them to organize and express their ideas and knowledge in an individual and meaningful way while developing voice and facility in child-computer interactions. This work also helps develop traditional communication skills, fosters collaboration, and strengthens emergent literacy practices. Students may develop enhanced communications skills by learning to organize their ideas, (...)
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  24. Autonomous cognitive systems in real-world environments: Less control, more flexibility and better interaction.Vincent C. Müller - 2012 - Cognitive Computation 4 (3):212-215.
    In October 2011, the “2nd European Network for Cognitive Systems, Robotics and Interaction”, EUCogII, held its meeting in Groningen on “Autonomous activity in real-world environments”, organized by Tjeerd Andringa and myself. This is a brief personal report on why we thought autonomy in real-world environments is central for cognitive systems research and what I think I learned about it. --- The theses that crystallized are that a) autonomy is a relative property and a matter of degree, b) increasing autonomy (...)
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  25.  20
    Operative communication: project Cybersyn and the intersection of information design, interface design, and interaction design.Sebastian Vehlken - 2022 - AI and Society 37 (3):1131-1152.
    This article examines the connecting lines between the Chilean Project Cybersyn’s interface design, the German Hochschule für Gestaltung Ulm and its cybernetically inspired approaches towards information design, and later developments in interaction design and the emerging field of HumanComputer Interaction in the USA. In particular, it first examines how early works of designers Tomàs Maldonado and Gui Bonsiepe on operative communication, that is, language-independent pictogram systems and visual grammars for computational systems, were intertwined with attempts to (...)
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  26.  19
    The quest for appropriate models of human-likeness: anthropomorphism in media equation research.Nils Klowait - 2018 - AI and Society 33 (4):527-536.
    Nass’ and Reeves’ media equation paradigm within humancomputer interaction challenges long-held assumptions about how users approach computers. Given a rudimentary set of cues present in the system’s design, users are said to unconsciously treat computers as genuine interactants—extending rules of politeness, biases and human interactive conventions to machines. Since the results have wide-ranging implications for HCI research methods, interface design and user experiences, researchers are hard-pressed to experimentally verify the paradigm. This paper focuses on the methodology (...)
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  27. Pattern Languages in HCI.Andy Dearden & Janet Finlay - 2006 - A Critical Review. Human-Computer Interaction 21.
     
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  28. Influencing the Others’ Minds: an Experimental Evaluation of the Use and Efficacy of Fallacious-reducible Arguments in Web and Mobile Technologies.Antonio Lieto & Fabiana Vernero - 2014 - PsychNology Journa 12 (3):87-105.
    The research in Human Computer Interaction (HCI) has nowadays extended its attention to the study of persuasive technologies. Following this line of research, in this paper we focus on websites and mobile applications in the e-commerce domain. In particular, we take them as an evident example of persuasive technologies. Starting from the hypothesis that there is a strong connection between logical fallacies, i.e., forms of reasoning which are logically invalid but psychologically persuasive, and some common persuasion strategies (...)
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  29. Cognitive Biases for the Design of Persuasive Technologies: Uses, Abuses and Ethical Concerns.Antonio Lieto - 2021 - ACM Distinguished Speakers - Lecture Series.
    In the last decades Human-Computer Interaction (HCI) has started to focus attention on “persuasive technologies” having the goal of changing users’ behavior and attitudes according to a predefined direction. In this talk we show how some of the techniques employed in such technologies trigger some well known cognitive biases by adopting a strategy relying on logical fallacies (i.e. forms of reasoning which are logically invalid but psychologically persuasive). In particular, we will show how the mechanisms reducible to (...)
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  30.  17
    ‘Ode to Paraphernalia’: Bricolage as a design approach for electronic performance tools.Nancy Mauro-Flude - 2013 - Technoetic Arts 11 (1):47-59.
    This critical analysis is to addresses the implications about emerging design approaches in Human Computing Interfaces (HCI), and Human Interface Devices (HID). A reflection about custom-built interfaces invigorates a wider discussion about the meaningful contexts in which their use is activated. The specific aim is to re-imagine, redefine and explore the potentiality and limitations of electronic performance tools, namely, how the choice of this tool and interface nearly always gives rise to new situations that must be tackled. Therefore, (...)
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  31.  28
    Lockbox: mobility, privacy and values in cloud storage. [REVIEW]Luke Stark & Matt Tierney - 2014 - Ethics and Information Technology 16 (1):1-13.
    This paper examines one particular problem of values in cloud computing: how individuals can take advantage of the cloud to store data without compromising their privacy and autonomy. Through the creation of Lockbox, an encrypted cloud storage application, we explore how designers can use reflection in designing for human values to maintain both privacy and usability in the cloud.
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  32.  31
    From participatory design to participating problem solving: Enhancing system adaptability through user modelling. [REVIEW]Zhengxin Chen - 1993 - AI and Society 7 (3):238-247.
    The issue on the role of users in knowledge-based systems can be investigated from two aspects: the design aspect and the functionality aspect. Participatory design is an important approach for the first aspect while system adaptability supported by user modelling is crucial to the second aspect. In the article, we discuss the second aspect. We view a knowledge-based computer system as the partner of users' problem-solving process, and we argue that the system functionality can be enhanced by adapting the (...)
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  33.  40
    Socially responsive technologies: toward a co-developmental path.Daniel W. Tigard, Niël H. Conradie & Saskia K. Nagel - 2020 - AI and Society 35 (4):885-893.
    Robotic and artificially intelligent (AI) systems are becoming prevalent in our day-to-day lives. As human interaction is increasingly replaced by humancomputer and human–robot interaction (HCI and HRI), we occasionally speak and act as though we are blaming or praising various technological devices. While such responses may arise naturally, they are still unusual. Indeed, for some authors, it is the programmers or users—and not the system itself—that we properly hold responsible in these cases. Furthermore, some (...)
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  34. Cognitive Ecology as a Framework for Shakespearean Studies.Evelyn Tribble & John Sutton - 2011 - Shakespeare Studies 39:94-103.
    ‘‘COGNITIVE ECOLOGY’’ is a fruitful model for Shakespearian studies, early modern literary and cultural history, and theatrical history more widely. Cognitive ecologies are the multidimensional contexts in which we remember, feel, think, sense, communicate, imagine, and act, often collaboratively, on the fly, and in rich ongoing interaction with our environments. Along with the anthropologist Edwin Hutchins,1 we use the term ‘‘cognitive ecology’’ to integrate a number of recent approaches to cultural cognition: we believe these approaches offer productive lines of (...)
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  35.  11
    The Use of Deep Learning and VR Technology in Film and Television Production From the Perspective of Audience Psychology.Yangfan Tong, Weiran Cao, Qian Sun & Dong Chen - 2021 - Frontiers in Psychology 12.
    As the development of artificial intelligence technology, the deep-learning -based Virtual Reality technology, and DL technology are applied in human-computer interaction, and their impacts on modern film and TV works production and audience psychology are analyzed. In film and TV production, audiences have a higher demand for the verisimilitude and immersion of the works, especially in film production. Based on this, a 2D image recognition system for human body motions and a 3D recognition system for (...) body motions based on the convolutional neural network algorithm of DL are proposed, and an analysis framework is established. The proposed systems are simulated on practical and professional datasets, respectively. The results show that the algorithm's computing performance in 2D image recognition is 7–9 times higher than that of the Open Pose method. It runs at 44.3 ms in 3D motion recognition, significantly lower than the Open Pose method's 794.5 and 138.7 ms. Although the detection accuracy has dropped by 2.4%, it is more efficient and convenient without limitations of scenarios in practical applications. The AI-based VR and DL enriches and expands the role and application of computer graphics in film and TV production using HCI technology theoretically and practically. (shrink)
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  36. Embodied Cognition and the Magical Future of Interaction Design.David Kirsh - 2013 - ACM Transactions on Computer-Human Interaction 20 (1):30.
    The theory of embodied cognition can provide HCI practitioners and theorists with new ideas about interac-tion and new principles for better designs. I support this claim with four ideas about cognition: (1) interacting with tools changes the way we think and perceive – tools, when manipulated, are soon absorbed into the body schema, and this absorption leads to fundamental changes in the way we perceive and conceive of our environments; (2) we think with our bodies not just with our brains; (...)
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  37.  22
    La sparizione del design. Parte I: Less is More.Andrea Mecacci & Lorenzo Marras - 2014 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 7 (1):141-151.
    Since the late Eighties, technological change and transition from analog to digital, led to a challenging of the classical categories of modernist design. With the development of Human Computer Interaction and its impact on theories of Functionalist Design, it has begun a process of interrogation – initially in a cognitive sense and then in the more properly aesthetic sense – which, through theories and practices increasingly dependent on computerization , brings modernist theories about functionality to shift their (...)
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  38.  22
    Value-sensitive Design.Jeroen van der Hoven & Noemi Manders-Huits - 2009 - In Jan Kyrre Berg Olsen Friis, Stig Andur Pedersen & Vincent F. Hendricks (eds.), A Companion to the Philosophy of Technology. Oxford, UK: Wiley-Blackwell. pp. 477–480.
    This chapter contains sections titled: References and Further Reading.
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  39.  8
    Politikk og vitenskap – behovet for flervitenskapelig til- nærming til en politisk håndtering av en pandemi.Dag Svanæs & Knut Ove Æsøy - 2021 - Studier i Pædagogisk Filosofi 10 (1).
    Dag Svanæs is involved in the Norwegian public debate on how to handle the Corona pandemic. During the last year, he has written articles, participated in many debates and given lectures on the pandemic. He is the initiator of the website Coronakritikk.no, where they document the debate and present scientific knowledge about the pandemic. Svanæs is a professor at the Department of Computer Technology and Informatics at NTNU and studies the interaction between humans and technology. Svanæs received his (...)
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  40. Sexual Robots: The Social-Relational Approach and the Concept of Subjective Reference.Piercosma Bisconti & Susanna Piermattei - 2020 - Lecture Notes in Computer Science.
    In this paper we propose the notion of “subjective reference” as a conceptual tool that explains how and why human-robot sexual interactions could reframe users approach to human-human sexual interactions. First, we introduce the current debate about Sexual Robotics, situated in the wider discussion about Social Robots, stating the urgency of a regulative framework. We underline the importance of a social-relational approach, mostly concerned about Social Robots impact in human social structures. Then, we point out the (...)
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  41.  19
    La sparizione del design. Parte II: Less is Less.Lorenzo Marras & Andrea Mecacci - 2014 - Aisthesis: Pratiche, Linguaggi E Saperi Dell’Estetico 7 (1):153-175.
    The evolution of Interaction Design could be read as a radicalization of the dogma of modern functionalism, Less is More, and a "rediscovery" of certain theories of Minimal Art. This radicalization is reflected in the same evolution that has taken place since the early Nineties within the Human-Computer Interaction, with the gradual replacement of User Experience as a major category of interaction design. Designing the interactive experience becomes more important than Usability. But if the experience (...)
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